Warlock

hit dice: d8 per Warlock level
hit points at 1st level: 8 + your Constitution Modifier
hit points at higher levels: 1d8 + your Constitution Modifier
armor proficiencies: Simple Weapons
weapon proficiencies: Light Armor
tools: -
saving throws: Wisdom. One of Intelligence or Charisma (Whichever you choose is what you use for spellcasting and class features)
skills: Three of Arcana, Deception, History, Intimidation, Investigation, Nature or Religion.
starting equipment:

Leather Armour
2 Daggers
Two Simple Weapons
A Component Pouch or Arcane Focus
One of: Burglar's Pack, Diplomat's Pack, Dungeoneer's Pack, Entertainer's Pack, Explorer's Pack or Priest's Pack.



spellcasting:
Class LevelProf. BonusCantrips KnownSpells KnownSpell SlotsSlot LevelInvocations Known
1+22211st-
2+22321st2
3+22422nd2
4+23522nd2
5+33623rd3
6+33723rd3
7+33824th4
8+33924th4
9+431025th5
10+441025th5
11+441135th5
12+441135th6
13+541235th6
14+541235th6
15+541335th7
16+541335th7
17+641445th7
18+641445th8
19+641545th8
20+641545th8

class features:

Short Description.

With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.
As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.
Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities, warlocks piece together arcane secrets to bolster their own power.

Level 1 Feature.

Martial Levels.
There are three Martial Tiers. Full Martials, Half Martials and Non Martials. As a Warlock, you are a Non Martial, however, if your Otherworldly Patron grants you the Extra Attack feature, then the moment you select your Subclass, you will count as a Half Martial. Which means that from that moment forward, you have a Martial Level equal to half your level. When you gain Martial Levels, you can learn Advanced Techniques for weapons with specific Properties. You can find specifics on the Martial Level system in the place designed for it.

Level 1 Feature.

Otherworldly Patron.
Choose the type of Otherworldly Patron you poses, each of which is detailed at the end of the class's description.

Level 2 Feature.

Eldritch Invocation.
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Level 3 Feature.

Pact Boon.
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
Pact of the Blade:
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Blade:
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or a form of your choice depending on what your patron is.
Additionally, when you take the attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
Pact of the Talisman:
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Pact of the Tome:
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrip from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Level 4 Feature.

Ability Score Improvement.
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to take a Feat instead.

Level 6 Feature.

Otherworldly Patron Feature.
You gain a feature granted by your Otherworldly Patron choice, which you can find in the appropriate page.

Level 8 Feature.

Ability Score Improvement.
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to take a Feat instead.

Level 10 Feature.

Otherworldly Patron Feature.
You gain a feature granted by your Otherworldly Patron choice, which you can find in the appropriate page.

Level 11 Feature.

Lesser Mystic Arcanum.
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th level warlock spell as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Level 12 Feature.

Ability Score Improvement.
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to take a Feat instead.

Level 13 Feature.

Minor Mystic Arcanum.
At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th level warlock spell as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Level 14 Feature.

Otherworldly Patron Feature.
You gain a feature granted by your Otherworldly Patron choice, which you can find in the appropriate page.

Level 15 Feature.

Greater Mystic Arcanum.
At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th level warlock spell as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Level 16 Feature.

Ability Score Improvement.
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to take a Feat instead.

Level 17 Feature.

Major Mystic Arcanum.
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th level warlock spell as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Level 19 Feature.

Ability Score Improvement.
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to take a Feat instead.

Level 20 Feature.

Eldritch Master.
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

subclass options:

Archfey
Celestial
Dragon
Fathomless
Fiend
Genie
Ghost Ship
Great Old One
Hexblade
Parasite
Shinigami
Undead
Witch


Created by

Octavia..

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